Looking swish. Some general thing: When having hud elements or stuff with faces in general it is usually better to have them facing toward the action, and not away, unless you want to go for an effect of disagreement or something from their side. So this goes for the statue in the inventory and also the skull in the hud (skull I see is supposed to then go to a spine, so that is not as simple)

You could attempt putting the skull mirrorred on the other side of the bar, or have him attached differently, perhaps at the bottom looking more downwards. In your previous UI you hade the spine all wiggly, it would be nice to see that again here in the healthbar, it's a separate element, let it be non uniform!

PS: Perhaps you can think about why you started off with characters facing away, in the very first version also! Ladies look to the sides of the screen instead of the action, and the one with her face directed to the camera most, looks down and avoids our gaze. Who knows subconsciously there is a message for you to express here.

Your new sprite looks so much better to me than the old one.About inventory screen is that dude to be a statue or a representation of the main character? If it's the main character, isn't he a bit too bulky for battle? Seems like a bodybuilder flexing, not like a barbarian!

My idea would be to make it a big picture of the player character with all the veiny detail. Plus it could show the weapon he's currently using. I would kind of want him to be larger-than-life rather than a realistic portrayal of a barbarian.

The problem with the organic spine is that it doesn't communicate health segments as a uniform collection as well as the series of cloned objects does. I could try moving them up and down so there's a little variety, but if the difference in positioning is two much it looks more like 2 interspaced rows of stuff.